HeapThaumaturgist
First Post
Well, for my part, I've rewritten some of the "weak" races for games in which I wanted to allow for "nontraditional race choices" ... Goblins and Kobolds, in particular.
Usually, I say: "These races are weaker than normal." and I give them a few bonuses. Goblins get a free racial feat called Bolt and Kobolds get a +2 Charisma.
Bolt basically reads that if any attack brings you to 1/2 or less of your current HP total, you may, as an immediate action, change your initiative to the next count up, even if you've already acted in the round. The only action you can take, however, is to drop everything held and take the Withdraw maneuver.
"Run away! Run awaaaaaaaaay!!!"
--fje
Usually, I say: "These races are weaker than normal." and I give them a few bonuses. Goblins get a free racial feat called Bolt and Kobolds get a +2 Charisma.
Bolt basically reads that if any attack brings you to 1/2 or less of your current HP total, you may, as an immediate action, change your initiative to the next count up, even if you've already acted in the round. The only action you can take, however, is to drop everything held and take the Withdraw maneuver.
"Run away! Run awaaaaaaaaay!!!"
--fje